239 lines
6.4 KiB
Lua
239 lines
6.4 KiB
Lua
-- support for i18n
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local S = minetest.get_translator("pl_seaweed")
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local seaweed_rarity = minetest.settings:get("pl_seaweed.seaweed_rarity") or 0.06
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local function get_ndef(name)
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return minetest.registered_nodes[name] or {}
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end
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local algae_list = { {nil}, {2}, {3}, {4} }
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for i in ipairs(algae_list) do
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local num = ""
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local algae_groups = {snappy = 3,flammable=2}
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if algae_list[i][1] ~= nil then
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num = "_"..algae_list[i][1]
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algae_groups = { snappy = 3,flammable=2, not_in_creative_inventory=1 }
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end
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minetest.register_node(":flowers:seaweed"..num, {
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description = S("Seaweed"),
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drawtype = "nodebox",
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tiles = {
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"flowers_seaweed"..num..".png",
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"flowers_seaweed"..num..".png^[transformFY"
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},
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use_texture_alpha = "clip",
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inventory_image = "flowers_seaweed_2.png",
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wield_image = "flowers_seaweed_2.png",
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sunlight_propagates = true,
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paramtype = "light",
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paramtype2 = "facedir",
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walkable = false,
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groups = algae_groups,
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sounds = default.node_sound_leaves_defaults(),
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selection_box = {
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type = "fixed",
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fixed = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 },
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},
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node_box = {
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type = "fixed",
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fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 },
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},
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buildable_to = true,
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liquids_pointable = true,
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drop = "flowers:seaweed",
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on_place = function(itemstack, placer, pointed_thing)
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if not itemstack or not placer or not pointed_thing then
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return
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end
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local keys = placer:get_player_control()
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local pt = pointed_thing
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local place_pos = nil
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local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
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local under_node = minetest.get_node(pt.under)
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local above_node = minetest.get_node(pt.above)
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local top_node = minetest.get_node(top_pos)
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if get_ndef(under_node.name)["buildable_to"] then
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if under_node.name ~= "default:water_source" then
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place_pos = pt.under
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elseif top_node.name ~= "default:water_source" and get_ndef(top_node.name)["buildable_to"] then
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place_pos = top_pos
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else
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return
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end
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elseif get_ndef(above_node.name)["buildable_to"] then
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place_pos = pt.above
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end
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if not place_pos then return end -- something went wrong :P
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local pname = placer:get_player_name()
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if not minetest.is_protected(place_pos, pname) then
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local nodename = "default:cobble" -- :D
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if not keys["sneak"] then
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--local node = minetest.get_node(pt.under)
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local seaweed = math.random(1,4)
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if seaweed == 1 then
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nodename = "flowers:seaweed"
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elseif seaweed == 2 then
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nodename = "flowers:seaweed_2"
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elseif seaweed == 3 then
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nodename = "flowers:seaweed_3"
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elseif seaweed == 4 then
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nodename = "flowers:seaweed_4"
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end
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minetest.swap_node(place_pos, {name = nodename, param2 = math.random(0,3) })
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else
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local fdir = minetest.dir_to_facedir(placer:get_look_dir())
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minetest.swap_node(place_pos, {name = "flowers:seaweed", param2 = fdir})
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end
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if not minetest.is_creative_enabled(pname) then
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itemstack:take_item()
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end
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return itemstack
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end
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end,
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})
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end
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minetest.register_alias("flowers:flower_seaweed", "flowers:seaweed")
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minetest.register_alias("along_shore:pondscum_1", "flowers:seaweed")
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minetest.register_alias("along_shore:seaweed_1", "flowers:seaweed")
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minetest.register_alias("along_shore:seaweed_2", "flowers:seaweed_2")
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minetest.register_alias("along_shore:seaweed_3", "flowers:seaweed_3")
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minetest.register_alias("along_shore:seaweed_4", "flowers:seaweed_4")
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-- Register seaweed decorations
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local warm_shores = {}
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for _,biome in ipairs(asuna.features.ocean.temperate) do
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table.insert(warm_shores,biome .. "_shore")
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end
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for _,biome in ipairs(asuna.features.ocean.tropical) do
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table.insert(warm_shores,biome .. "_shore")
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end
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local seaweed_selector = {
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minetest.get_content_id("flowers:seaweed"),
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minetest.get_content_id("flowers:seaweed_2"),
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minetest.get_content_id("flowers:seaweed_3"),
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}
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local cids = {
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air = minetest.get_content_id("air"),
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water = minetest.get_content_id("default:water_source"),
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}
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abdecor.register_advanced_decoration("plantlife_seaweed",{
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target = {
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place_on = {
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"default:sand",
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"default:dirt_with_grass",
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"default:dirt_with_rainforest_litter",
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"livingjungle:jungleground",
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"livingjungle:leafyjungleground",
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"naturalbiomes:alderswamp_litter",
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},
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spawn_by = "default:water_source",
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num_spawn_by = 3,
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sidelen = 80,
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fill_ratio = 0.25,
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biomes = warm_shores,
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y_max = 1,
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y_min = 1,
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},
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fn = function(mapgen)
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-- Get provided values
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local va = mapgen.voxelarea
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local pos = va:index(mapgen.pos.x,mapgen.pos.y,mapgen.pos.z)
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local vdata = mapgen.data
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-- Get stride values
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local ystride = va.ystride
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local zstride = va.zstride
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-- Set mapgen node to air
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vdata[pos + ystride] = cids.air
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-- List of potential open water spots where seaweed can be placed
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local open_water = {0,0,0,0}
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-- Semi-pseudo-random number for how many nodes from shore to place seaweed
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local pcgr = PcgRandom(pos)
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local scan_limit
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-- Scan -x for the furthest available open water
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scan_limit = pcgr:next(1,4) + 1
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for xscan = 1, scan_limit do
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local ipos = pos - xscan
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if vdata[ipos] == cids.water then
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open_water[1] = ipos + ystride
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else
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break
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end
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end
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-- Scan +x for the furthest available open water
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scan_limit = pcgr:next(1,4) + 1
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for xscan = 1, scan_limit do
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local ipos = pos + xscan
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if vdata[ipos] == cids.water then
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open_water[2] = ipos + ystride
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else
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break
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end
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end
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-- Scan -z for the furthest available open water
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scan_limit = pcgr:next(1,4) + 1
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for zscan = 1, scan_limit do
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local ipos = pos - zscan * zstride
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if vdata[ipos] == cids.water then
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open_water[3] = ipos + ystride
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else
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break
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end
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end
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-- Scan +z for the furthest available open water
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scan_limit = pcgr:next(1,4) + 1
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for zscan = 1, scan_limit do
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local ipos = pos + zscan * zstride
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if vdata[ipos] == cids.water then
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open_water[4] = ipos + ystride
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else
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break
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end
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end
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-- Iterate through open water and generate seaweed where possible
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for i = 1, 4 do
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local owpos = open_water[i]
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if owpos ~= 0 then -- valid open water
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vdata[owpos] = seaweed_selector[pcgr:next(1,3)]
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end
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end
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end,
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})
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minetest.register_decoration({
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deco_type = "simple",
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place_on = "default:sand",
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sidelen = 80,
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fill_ratio = 0.00275,
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biomes = warm_shores,
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y_max = 1,
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y_min = 1,
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decoration = {
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"flowers:seaweed_2",
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"flowers:seaweed_3",
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"flowers:seaweed_4",
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},
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})
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